VR Storytelling Lessons with Adam Cosco, One of VR’s Early Auteurs
I first encountered Cosco at VRTO last summer, where Knives was on debut. From the opening scene, I knew this was a different kind of immersive film than I’d seen—one that gleefully ditched convention and the existing tenets people believed about 360° filmmaking at the time. There were jump cuts, POV shots, tracks, pans, circular dolly shots. It established its own storytelling grammar, one that unfolds around viewers in a way unique to immersion—inviting participation while simultaneously preserving Cosco’s directorial vision.
Why hasn’t VR taken off?
Why hasn’t VR taken off yet? For all the hype and buzz there has been little traction. Despite last year’s prognostications of significant adoption, we’re not seeing VR take off broadly outside of mobile. There are plenty of contributing factors, but some of the biggest are cost, content, and a lack of satisfying interaction patterns across multiple platforms.
Interaction vs. Immersion: The Challenges of Mobile VR
There is a difference between interaction and immersion. It’s something that I’m learning in theatre, and now it’s something that I’m coming to understand in regards to virtual reality (VR). I see the debates between 3DOF (3 degrees of freedom) vs. 6DOF (6 degrees of freedom) and what constitutes as a “real” VR experience.
Tech pioneer Tony Parisi wants VR to change the world
Tony Parisi helped pioneer virtual reality when he worked on the Virtual Reality Modeling Language (VRML), a tool for creating 3D environments on the web, with Mark Pesce back in 1994. Now he serves as head of AR/VR strategy at game engine maker Unity Technologies, and he talked today about his hopes and fears about VR in an opening talk at the Silicon Valley Virtual Reality Association (SVVR) event in San Jose, California.
Google Reveals Hyper-Immersive Haptic Feedback System For Virtual Reality
Google shocked the tech world with the April 1 announcement of yet another landmark achievement in the emerging field of virtual reality. Google’s VR team brought immersive experiences to the masses with Cardboard. It built upon that initial success with more advanced headsets such as Daydream and groundbreaking platforms like Tango. Today, Google is changing the game for VR yet again. From this point forward nothing will ever be the same.
My on-set 360 setup — Feb 2017
Wrap: Virtual reality at MIPDoc and MIPFormats 2017
Virtual reality is going to be a big theme throughout this year’s MIPTV conference, but MIPDoc and MIPFormats got the VR ball rolling this weekend. Starting with a State of the Market session, helmed by StoryTech Immersive‘s Brian Seth Hurst, and featuring (left to right) Okio Studio‘s Raphaël Beaugrand, Virtual Content Group‘s Torsten Hoffman and BeVRR‘s Ellie Ngim.
10 Best Uses Of Virtual Reality In Marketing (Updated)
How do I find VR Marketing strategies that actually work? Well, today we’re going to make it easy for you. All you need to do is carve out a few minutes of your day and look over the 10 Best Uses Of Virtual Reality In Marketing.
Shoot Killer Virtual Reality Films With These 5 Cameras
There are plenty of virtual reality games letting people soar like eagles and films surrounding you with Cirque du Soleil’s acrobats. But the opportunities for people creating their own virtual reality home movies has been limited.
Teacher-Led VR Learning with Nearpod – Show 13
Founded in 2012, Nearpod has become a mainstay in modern classrooms. The platform allows teachers to create and share interactive digital content across mobile devices and web browsers. It supports all standard forms of digital content (images, video, text, etc.) and offers polling, quizzing, memory games and more advanced features as well. Best of all, the platform itself is free to use. Lesson plans and pro-level content can be purchased on an as-needed basis, usually for just a couple of bucks.